Esempio n. 1
0
void FirmInn::add_inn_unit(int unitId)
{
	err_when( inn_unit_count >= MAX_INN_UNIT );

	InnUnit *innUnit = inn_unit_array+inn_unit_count;

	inn_unit_count++;

	innUnit->unit_id = unitId;

	//--------- set the skill now -----------------//

	char skillId = (char) next_skill_id;

	if( ++next_skill_id > MAX_TRAINABLE_SKILL )
		next_skill_id = 1;

	innUnit->skill.skill_id = skillId;

	if( skillId > 0 )
		innUnit->skill.skill_level = 30+misc.random(70);
	else
		innUnit->skill.skill_level = 0;

	if( skillId==0 || skillId==SKILL_LEADING )
		innUnit->skill.combat_level = 30+misc.random(70);
	else
		innUnit->skill.combat_level = 10;

	innUnit->set_hire_cost();

	innUnit->stay_count = 5 + misc.random(5);

	innUnit->spy_recno = 0;
}
Esempio n. 2
0
// ------- Begin of function FirmInn::buy_item ------//
//
// checkingFlag : false = buy , 1 = check if can buy
// 
int FirmInn::buy_item( short recNo, int checkingFlag )
{
	err_when( recNo < 1 );

	if( recNo > inn_unit_count )		// this may happen in a multiplayer game
		return 0;

	//--------- first check if you have enough money to hire, unless own spy ------//

	Nation* 	nationPtr = nation_array[nation_recno];
	InnUnit* innUnit = inn_unit_array+recNo-1;

	if( !innUnit->item.id )
		return 0;

	if( innUnit->true_nation_recno() != nation_recno && nationPtr->cash < innUnit->item.cost() )
		return 0;

	if( !checkingFlag )
	{
		// drop the item outside

		if( site_array.add_site( loc_x2, loc_y2, SITE_ITEM, innUnit->item.id, innUnit->item.para )
			|| site_array.add_site( loc_x2, loc_y1, SITE_ITEM, innUnit->item.id, innUnit->item.para )
			|| site_array.add_site( loc_x1, loc_y2, SITE_ITEM, innUnit->item.id, innUnit->item.para )
			|| site_array.add_site( loc_x1, loc_y1, SITE_ITEM, innUnit->item.id, innUnit->item.para ) )
		{
			// reduce nation cash

			if( innUnit->true_nation_recno() != nation_recno )
			{
				nationPtr->add_expense( EXPENSE_HIRE_UNIT, (float) innUnit->item.cost(), 0 );
			}

			// clear item

			innUnit->item.clear();

			// recalc hire cost

			innUnit->set_hire_cost();

			return 1;
		}

		return 0;
	}

	return 1;
}
Esempio n. 3
0
//--------- Begin of function FirmInn::assign_unit ---------//
//
void FirmInn::assign_unit(int unitRecno)
{
	Unit* unitPtr = unit_array[unitRecno];

	//--- can only assign if the unit is a spy cloaked into independent ---//

	if( !can_accept_assign(unitRecno) )
		return;

	//---------------------------------------------//

	if( inn_unit_count == MAX_INN_UNIT 
		|| count_soldier() >= MAX_INN_UNIT/2 )
		return;

	err_when( inn_unit_count >= MAX_INN_UNIT );

	//--------- add the InnUnit --------//

	InnUnit *innUnit = inn_unit_array+inn_unit_count;
	memset( innUnit, 0, sizeof(InnUnit) );

	inn_unit_count++;

	//--------- set InnUnit vars -----------------//

	innUnit->unit_id    = unitPtr->unit_id;
	innUnit->skill      = unitPtr->skill;
	innUnit->hit_points = unitPtr->hit_points;
	innUnit->hero_id    = unitPtr->hero_id;
	unitPtr->hero_id = 0;
	innUnit->unique_id  = unitPtr->unique_id;
	innUnit->item       = unitPtr->item;
	unitPtr->item.clear();

	int spyRecno = innUnit->spy_recno = unitPtr->spy_recno;
	spy_array[spyRecno]->set_place(SPY_FIRM, firm_recno);
	unitPtr->spy_recno = 0;				// prevent Unit::deinit call spy_array.del_spy

	innUnit->set_hire_cost();
	innUnit->stay_count = 10 + misc.random(5);
	unitPtr->deinit_sprite();
	unit_array.disappear_in_firm(unitRecno);
}
Esempio n. 4
0
//-------- Begin of function FirmInn::transfer_inn_unit --------//
//
int FirmInn::transfer_inn_unit(int recNo)
{
	err_when( recNo < 1 );
	
	if( recNo > inn_unit_count )
		return 0;

	InnUnit *innUnit = inn_unit_array+recNo-1;

	if( !innUnit->spy_recno )
		return 0;					// only spy considers transfer

	Spy *spyPtr = NULL;
	if( innUnit->spy_recno && !spy_array.is_deleted(innUnit->spy_recno) )
		spyPtr = spy_array[innUnit->spy_recno];

	// -------- scan any inn firm in world ----------//

	int ownFirmRecno = 0;
	int anyOwnInn = 0;
	int firmRecno = 1+misc.random(firm_array.size());

	int firmCount;
	for( firmCount = firm_array.size(); firmCount > 0; --firmCount, ++firmRecno )
	{
		if( firmRecno > firm_array.size() )
			firmRecno -= firm_array.size();
		err_when(firmRecno < 1 || firmRecno > firm_array.size());

		if( firm_array.is_deleted(firmRecno) )
			continue;

		FirmInn *firmInn = firm_array[firmRecno]->cast_to_FirmInn();

		if( !firmInn )
			continue;

		if( spyPtr && firmInn->nation_recno == spyPtr->true_nation_recno )
		{
			if( !anyOwnInn )
				anyOwnInn = firmRecno;
		}

		if( firmRecno == firm_recno )		// never go back to the same inn
			continue;

		if( firmInn->inn_unit_count >= MAX_INN_UNIT )
			continue;

		if( spyPtr && firmInn->nation_recno == spyPtr->true_nation_recno )
		{
			if( !ownFirmRecno )
				ownFirmRecno = firmRecno;
			continue;							// spy tend not to go back to own firmInn, unless no other choice
		}

		break;
	}

	if( firmCount <= 0 )				// if no other firm found, go back to own firm
		firmRecno = ownFirmRecno;

	if( firmRecno )					// if no any firm to go return false
	{
		// ------ transfer inn unit -------//

		FirmInn *firmInn = firm_array[firmRecno]->cast_to_FirmInn();		
		err_when( !firmInn );
		InnUnit *newInnUnit = firmInn->inn_unit_array + firmInn->inn_unit_count;
		firmInn->inn_unit_count++;
		*newInnUnit = *innUnit;

		// ------- generate new stay count ------//

		newInnUnit->stay_count = 10 + misc.random(5);
		newInnUnit->set_hire_cost();

		// ------ trasfer Spy ------- //

		if( spyPtr )
			spyPtr->set_place(SPY_FIRM, firmRecno);
		innUnit->spy_recno = 0;					// prevent del_inn_unit call spy_array.del_spy

		// ------ delete inn unit of current inn ------//

		del_inn_unit(recNo);
		innUnit = newInnUnit;			// set innUnit to the transferred place for later use
	}
	else if( (firmRecno = anyOwnInn) )
	{
		// mobilize in another any own inn

		hire( recNo, 1, firmRecno );
		innUnit = NULL;
	}

	return firmRecno;
}
Esempio n. 5
0
void FirmInn::add_inn_unit(int raceId)
{
	err_when( inn_unit_count >= MAX_INN_UNIT );

	InnUnit *innUnit = inn_unit_array+inn_unit_count;
	RaceInfo *raceInfo = race_res[raceId];

	int spyFlag = 0;	// must determine before inn_unit_count increase

	if( count_soldier() >= MAX_INN_UNIT/2 )
		spyFlag = 1;
	else if( count_spy() >= MAX_INN_UNIT/2 )
		spyFlag = 0;
	else
		spyFlag = misc.random(2);

	memset( innUnit, 0, sizeof(InnUnit) );

	inn_unit_count++;

	//---- determine whether the unit is a spy or a military unit ----//

	if( !spyFlag )		// a military unit
	{
		//------- create a unit now -----------//

		int unitRecno;

		if( misc.random(20)==0 )		// 5% have a hero
		{
			unitRecno = hero_res.create_hero( -1, -1, 0, 0, 0, 0, 1);		// -1 - create the unit as an invisible unit
		}																								// last 1 - the heroes are for hire, check the HeroInfo::for_hire before adding it
		else		//---- just create a unit, not a hero  -----//
		{
			int unitId;

			int heroPower = 20 + misc.random(20);

			if( misc.random(2)==0 )
				unitId = raceInfo->infantry_unit_id;
			else
				unitId = raceInfo->special_unit_id;

			unitRecno = hero_res.create_powerful_unit( -1, -1, 0, unitId, heroPower);		// -1 - create the unit as an invisible unit
		}

		//--------------------------------------//

		if( !unitRecno )
		{
			inn_unit_count--;
			return;
		}

		//--------------------------------------//

		Unit* unitPtr = unit_array[unitRecno];

		err_when( !unitPtr->unit_id );

		innUnit->hero_id 	  = unitPtr->hero_id;
		innUnit->unit_id	  = unitPtr->unit_id;
		innUnit->skill      = unitPtr->skill;
		innUnit->hit_points = unitPtr->hit_points;
		innUnit->item       = unitPtr->item;
		unitPtr->item.clear();

		unit_array.del(unitRecno);		// delete the unit as it was created temporarily for setting skill and item values
	}
	else							// a spy
	{
		switch( misc.random(3) )
		{
		case 0:					// civilian spy
			innUnit->unit_id = (char) raceInfo->civilian_unit_id;
			innUnit->skill.init(innUnit->unit_id, CITIZEN_COMBAT_LEVEL, 0);
			innUnit->spy_skill			 = 30+misc.random(40);
			break;
		case 1:					// infantry spy
			innUnit->unit_id = (char) raceInfo->infantry_unit_id;
			innUnit->skill.init(innUnit->unit_id, 20+misc.random(30), 20+misc.random(30));	// a spy also have leadership and combat ability, but lower than units with leadership as their main skills
			innUnit->spy_skill			 = 30+misc.random(40);
			break;
		case 2:					// special unit spy
			innUnit->unit_id = (char) raceInfo->special_unit_id;
			innUnit->skill.init(innUnit->unit_id, 30+misc.random(30), 10+misc.random(20));	// a spy also have leadership and combat ability, but lower than units with leadership as their main skills
			innUnit->spy_skill			 = 30+misc.random(40);
			break;
		default:
			err_here();
		}

		if( misc.random(4)==0 )
			innUnit->spy_skill += misc.random(30);

		else if( misc.random(2)==0 )
			innUnit->spy_skill += misc.random(15);
	}

	err_when( !innUnit->unit_id );

	// ------ randomly assign a unique id --------//

	// ###### begin Gilbert 23/2 ######//
	innUnit->unique_id = misc.rand_long();
	// ###### end Gilbert 23/2 ######//

	// ------ set current hit point -------//

	innUnit->hit_points = (float) innUnit->max_hit_points();

	//-------------------------------------------//

	innUnit->set_hire_cost();
	innUnit->stay_count = 10 + misc.random(5);
}